I’m still playing Demigod most days. Every day it seems to get a little better. Most days I can get a Pantheon game pretty quickly (i.e. - under 10m) and probably 50-75% of the time, it’s filled with actual players (in 2vs2).
Favor is still somewhat of a crapshoot, but it seems to be accruing most games AND all of the items I’ve bought at one time or another are staying around, so that’s pretty nice (teleport item for the win. literally)
I’m still loving playing Oak, and I’m starting to play a lot more Rook. Such a different play style between the two.
Question on Oak for people… Does anyone use shield on a regular basis? It only last for four seconds, takes forever to recharge and only last four seconds…did I mention it only last four seconds? To boot, it takes three upgrades to get the version that purges the vile Unclean Beast attacks.
I’m just not feeling it. For me, I max out his holy weapon damage and DD that interrupts. Add in a mess of armor and health and wee bit of mana and I’m a force. I’ve been killing LE pretty handily before he was nuked. Anything that can’t get away from me fast enough dies. After level 5 or so, of course. :D
There’s a relatively good chance that the game won’t give you serious connection issues. Most players connect fine. But the people who don’t (most of whom are now railing on message boards) are pretty fucked right now, and if you are unlucky enough to land in that group, it might be awhile before you’re able to play at all.
Qt3’s group of players has shrunken significantly; a lot of people gave up on it here, I think.
It’s past the first week. They were going to do that anyway. :)
GWJ guys still get it going on some nights. Those bastards like to talk though… :D
Wait. Until the network issues are resolved, trying to play online will just produce frustration.
I’m not really sure that “most players connect fine” is true, as I’ve said a few times in this thread. Until I see some hard numbers, I’m sticking to that position.
Going to try and get some more games right now, we’ll see if I have any more luck.
Rook is loads of fun. I generally go for lots of towers and that shoulder widget that lets you shoot lasers. Each additional tower near you lowers the total recharge time of the shot, so lots of towers means insanely high dps. I like to daisy chain them all the way back to the base towers where possible.
It can be rough fighting against ranged characters, but generally if they want to damage you they have to get close enough for you to smack em around with your lasers, hammer, and stun.
I’ve always had players stay away after the first couple of attempts at taking me down, so I can focus on holding whatever part of the map I like while pushing towards their portals.
It’s weird that my two favorites, Rook and Erebus, play so very differently.
DDB
1647
I like the Torchbearer a lot but unfortunately you can’t really make a viable hybrid build with him. You have to go either total ice or total fire which kind of sucks. If only he switched modes quicker.
I also like the concept of Sedna, although I suck hard with her.
Rook is the only DG that I’ve been able to really get into. I initially went with a focus on hammer slam, but evolved out of that into tower/shoulder-oriented builds.
There seems to have been another update, as I had to patch before I played again. I actually got in a game this time with a medium amount of fuss.
I just lost a Pantheon game to an area denial Rook + penitence/surge Oak. Just towers and healing and shoulders. Small map 2v2 on Fortress mode, and we just couldn’t keep them from pushing towers forward and taking us down. Their Rook was 1 and 13 at the end, but it didn’t matter.
I just played a custom against two people who were complaining about how imba Rook is on that map, since there’s such limited pathing to take around his towers. I didn’t really mind, since the Rook was on my team, but I can imagine it would get pretty annoying teamed up with Oak.
magnet
1652
Yeah, shield seems pretty worthless until you realize that it takes three seconds to drink a health potion.
Gets even more crazy with heart of life. He just won’t die.
Man, I’m beginning to think that a halfway decent Rook is just unstoppable. Last game, I had a Rook who stacked armor, giving him so much HP/armor that my Regulus, a (admittedly terrible) Torchbearer, and Oak couldn’t take him down 3 on 1. He just marched on up to our Citadel about ten minutes in and smashed it to bits. Nasty bit of work, he is.
idrisz
1655
armor does absolutely nothing vs skills, a well play torchbearer can nuke for 1550 a spell…
Rook is indeed a bit overpowered on Crucible, but that’s just due to the pretty awful design of that map. They really need a second 2v2 map that has at least two paths.
If you are trying the renaming of the movie folder you have to rename it back before updating via Impulse or it will redownload the movie files.
Every time they patch Demigod, I give it a whirl hoping something will have changed.
Today, I went a couple steps further. I downloaded and ran the Port Forward checker program from here: http://portforward.com/help/portcheck.htm
It confirms that both TCP and UDP are open and reachable from the entire 6100-6200 range. Including that all-important 6112.
I still couldn’t connect to a custom game lobby nor a pantheon game. “Could not connect to NAT facilitator.” Hmm.
Maybe something got messed up in the installing betas and stuff? I uninstall Demigod, make sure it’s cleaned out of my program files folders and such, and re-download and install it.
Still, “Cannot connect to NAT facilitator.”
I guess I’ll try again after the next patch. At this point, there’s just no way it’s my PC, router, etc.
I also thought this was kind of funny:
http://frogboy.joeuser.com/article/351709/Demigod_Tuesday_5122009
In that 1.01 will let a player that can’t directly connect to a particular other player instead route traffic through a player they can connect to. This is funny to me for a couple reasons:
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A player with high connectivity to other players stands a good chance of having their bandwidth demands increase as other players route their traffic through them, in addition to their own traffic. It could make players have a bad connection because they run out of bandwidth, where otherwise they would have had enough. That’s gonna be fun!
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Hell, if you just picked one person to “route all the traffic through” for everyone, you’d simplify the whole situation. You wouldn’t have to try and fail connections to determine if you should make a different kind of connection, and have extra players drop if a “connect-through” person drops, etc. There’d only be one person everyone needs to connect to, and it wouldn’t matter if one person dropped unless they were that one person. It would also turn a game that thinks it’s peer-to-peer into client-server without it knowing. Instead of rewriting a network stack to be client-server, Impulse would just pick one person (the one who created the game, or find some other way to pick in Pantheon games) to be a small-scale NAT facilitator for just their game.
Also note that this is effectively what GameRanger does: Route all the traffic through a central server.
The arguments for why a peer-to-peer network architecture is necessary make me think of someone standing next to an airport, explaining that no heavier-than-air device can possibly fly. :>
Not so. GameRanger is pure peer-to-peer.